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https://github.com/cemu-project/cemu_graphic_packs.git
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39 lines
1.6 KiB
Plaintext
39 lines
1.6 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Vertical Bloom 1800
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.22558594, 0.31420898, 0.06982422, 0.00317383 );
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uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923, 5.07692308 );
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uniform float weight[] = float[]( 0.11960420, 0.21450752, 0.13860486, 0.06270220, 0.01960345, 0.00414992, 0.00057699, 0.00005037, 0.00000258 );
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uniform float offset[] = float[]( 0.00000000, 1.46666667, 3.42222222, 5.37777778, 7.33333333, 9.28888889, 11.24444444, 13.20000000, 15.15555556 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<9; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*w) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*w) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<4; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*w) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*w) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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